"Baking" Modifiers
While modifiers can be applied, that'll create permanent changes to the mesh. While there are ways around this, either copying it, backing up a file, etc. but it can be difficult to reasonably do this within a single file. I propose being able to freeze modifiers, allowing for the speed benefits of applying modifiers, while also allowing for procedural goodness.
Ex. Creating an expensive Geometry Nodes tree that wouldn't need evaluating for a long period of time, but may need fixing later.
This would likely require locking down modifiers earlier in the stack, while also locking down editing of the base-mesh. As far as I'm aware, manipulating the bounding box should still be ok (basic transformations), but people smarter than I would have to let me know how accurate that is.
The faded modifiers would be "disabled" until being "re-enabled", maybe via the dropdown on the node.
2 Comments
One of planned geometry nodes is something called geometry checkpoints . Geometry nodes and modifiers will eventually be more integrated just like shader nodes so you could edit simple node chains from properties like old modifiers.
:O I didn't notice this in the document, thanks for the heads up about it!